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[BFME1] Mesh going below map terrain


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#1 Mathijs

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Posted 03 March 2014 - 01:02 PM

I just saw Edain's new Isengard update, and this caught my eye:

 

Link 1

 

Link 2

 

It shows their structures going through the map's terrain. How did they do this? 


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#2 MattTheLegoman

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Posted 03 March 2014 - 01:26 PM

The answer may be in the code for the Demo Mordor Base, the one that looks like Dol Guldur. It hides the terrain under it. But I do not have the skill to find it.

 

A hack solution may be to have all maps have a hole in the ground where the base is and always cover it.


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#3 Mathijs

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Posted 03 March 2014 - 02:03 PM

That hack solution doesn't sound like it'd work, at all :p

 

The first answer is interesting. Will check.

 

EDIT: You mean this?

RemoveTerrainRadius = 105.0 ; Remove terrain around this structure for subterranean cracks effect. 

EDIT2: Might a negative value on GeometryHeight be related?


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#4 Radspakr Wolfbane

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Posted 03 March 2014 - 05:22 PM

That first code worked from my tests.

I had been trying to work that one out for a while now.

Thanks MTL.


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#5 Mathijs

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Posted 03 March 2014 - 05:35 PM

So how do you determine the radius?


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#6 Bofur

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Posted 03 March 2014 - 05:55 PM

Put it in WB, place the object and play around with the terrain raising, you have to enter a radius then...

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#7 MattTheLegoman

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Posted 03 March 2014 - 09:29 PM

Another thing to test is that if the terrain becomes permanently missing.


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#8 Mathijs

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Posted 03 March 2014 - 09:32 PM

Another thing to test is that if the terrain becomes permanently missing.

I doubt that, or Edain wouldn't have implemented it.


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#9 Ridder Geel

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Posted 11 March 2014 - 03:05 PM

Usually the geometry kind of related stuff can also be tested in max by simply placing a cylinder with a Specific radius, and see somewhat where it is :p
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#10 Nazgûl

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Posted 15 May 2014 - 09:56 PM

That is a very cool feature. Opens up for a lot of cool map designs


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